A workbench is here next to the save station. You can use the Re-Spec exploit to refill your life if you are so inclined. The trick is to upgrade your RIG twice: after re-speccing your RIG, you weld one node to the first HP spot and exit the workbench (you can also weld no nodes and exit). Notice your HP display is reset.

Re-enter the workbench a second time and re-weld all the nodes you had before. Your life will now reflect your new HP maximum. Considering Large Medkits cost 10,000 credits, this exploit costs considerably less. Don't miss the item in the siderooms.

The ramp room features babies, stalkers, and Slashers. Stake them (the stakes are at the bottom of the ramp), or use Detonator mines and stasis/plasma. Work your way down -- you may have a safer spot to attack enemies from the dead-end rooms at the bottom than the top. Any way you do it, head through the door.

Hack the door and head into the wrecked mining tunnel. Watch for cysts in this section. Use their seeds if you manage to capture one, but that's not always an issue. It will save you a lot of ammunition though.

Power Node - Green item box across the chasm.

Break the box across the chasm and kinesis this node if you like. Pictures turn written guides into a total caption-fest, amirite?

Power Node - Near the exit in the mining gantry to the store room.

Take the node by the exit and then head for the save/store. This will be the station you will save at before going to the next part of this chapter as well. Remember where it is.

This large mining room is a hub of sorts. It leads to the exit and the surrounding areas (like the upper mining gantry). It's also dark and heavily infested with enemies. Use the guideline to reveal the path to your exit (though not the puzzle locking it down).

Fire across the catwalks to nick enemies and start locating a good spot to hole up. The goal is to go down the ramp to locate the dead battery and spare battery dispenser.

The spare battery is in this innocuous unmarked blue dispenser on the lower floor. Locate it and then locate the spent battery in the red-lit area. Swap batteries, deal with the Lurkers, and move to the next zone.

Stock some plasma ammo and stasis energy. Past the save station, you get sucked out into space and battle a Lobber. To get back in, you need to push aside some lasers using bossters, but that's hard with the Lobber throwing tracking mines at you.

Use a little Gears of War/cover here and note where the air stations are (should be one behind Isaac in the above left illustration). The beam can block the incoming mines, and you can stasis/fire by popping up slightly and hitting the Lobber's weakspots. Unlike that time at the solar array or processing plant, you have some solid cover here.

Schematic - Contact Beam ammo at the stem of the airlock tube going into the mines.

Two lasers (one's been removed in these still-shots) block the exit airlock. Explore the area after the Lobber is dead though -- there are no other enemies and plenty of air stations to keep you alive.

Locate these booster dispensers hovering in space and take them up for your own use. Boosters are randomly attached to some of the lasers (sometimes, they do not appear), so you can visit the booster dispensers if you want to be sure you have a thruster you can shoot.

Shoot the booster once it's attached to the laser module you want to move. Stay out of the laser's way (it will take some ingenuity to use it as a weapon against the Lobber) and that's it.

The cysts in the airlock tunnel are not threatening, but remember that in zero-G, their seeds do not fall to any ground. They only travel straight forward once fired.

Re-enter the mines and you'll be in a control booth with a save station. Ride the lift to the upper mine gantry and prepare for a battle to the death. It's all elite slashers, lurkers, pukers, and exploding bastards. If you have the range, ammo, and inclination, provoke some enemies to come towards you and take them out as they waddle your way.

Power Node - Upper mining gantry after the zero-G zone.

Mines on the walkway are good, and there are some red canisters on the level below you can use on enemies. Move slowly and carefully and you won't have too much trouble.

Node-Lock - Past the upper mining gantry and before meeting Stross.

Schematic - Advance Suit plans in the node-locked room.

Once you locate the node-locked door, you will be near a quick time event (QTE) where failing means death. Get ready to spam the action button and you will do fine. Don't forget to open the node-lock the first time -- you need that Advance Suit for the final few stages.

If you ever want to see what a 12-inch Craftsman™ screwdriver does to soft tissue, check out the QTE. Afterwards, some more necromorphs appear in the large mining room (you can save at the save/store from where you began this chapter - use the guideline to locate a store). Head for the hall leading to the lift room.

Prepare for the large lift fight by bringing Contact Beam ammo or the Javelin Gun/Line Gun (either works). You need to kill a lot of enemies quickly. IGN recommends the ALT-fire for the Contact Beam as a back-up to the Ripper. The Line Gun is directional (meaning enemies behind you are untouched) and the Javelin Gun's elecrtrocution can injure Isaac at this range.

Power Node - Across the chasm at the large elevator (before the ride up).

Detonator mines may not be a good idea as the shaking of the elevator will trigger them prematurely. The Ripper and Contact Beam/Javelin Gun/Line Gun are best for this. The Ripper may be a bit overworked if it's not powered-up.

Schematic - Advance Elite Suit (round 2+ only) at the top of the large lift ride.

At the end of the ride, take the time to explore (round 2 and on) for a new suit (there are no more schematics after this one on all subsequent rounds). Get ready for a quick time event (QTE) when you open the next door. Spam the action button, or you die.

The next save/store and workbench are used for the next chapter as well (keep that in mind). Going through now puts you in the next mission.